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  1. Thanks for your non-help. I help devs by buying their games actually. It's far better imo. Anyway, I'm not here to start a discussion, your post has nothing to do here.
  2. Hello everybody ! I'm trying to build some slope and non-regular tiles but i have a lot of problem with collision. The main problem is that when I use moveRight()/moveLeft() on a slope (in this case, just a simple body) and I stop at the middle of the tile, my player just jump like that : On the other case, when I from the top of the tile to the left, my player just fly in the air and slowly land. I tried to tweak a bit the material by setting friction and removed restitution but it don't really change. Maybe it could work if I put a huge amount of gravity but then it will influence other part of the game (like jumping). I have also tried to add a sensor (simple circle) just below the sprite so I could set the x/y velocity at zero when the sensor is in contact with the ground. This is working well but it's not working at all when i'm trying to go down the slope. Basically it moves one px left, set velocity to 0, fall one px (cause of the gravity). move one px left and etc... This is the code if you want to reproduce the problem (I'm stuck with this for many days D:) : create() { this.playerMaterial = this.tileMaterial =; = 400 this.player =,40, 'player', 1) this.tile =, 272, 'player') this.tile.visible = false[this.player, this.tile]) this.player.body.clearShapes() this.player.body.addRectangle(0, 40, 0, 0) this.player.body.debug = true this.player.body.fixedRotation = true this.player.body.setMaterial(this.playerMaterial) this.player.body.mass = 1.5 this.tile.body.clearShapes() this.tile.body.addPolygon( {} , 0,29, 0,40 , 50, 40 , 50, 0 ) this.tile.body.debug = true this.tile.body.static = true this.tile.body.setMaterial(this.tileMaterial) this.cursors = this.jumpButton = let contactMaterial =, this.tileMaterial) contactMaterial.friction = 1 contactMaterial.restitution = 0 contactMaterial.frictionRelaxation = 3; contactMaterial.surfaceVelocity = 0 contactMaterial.frictionStiffness = 1e7; contactMaterial.stiffness = 1e7; } update() { if (this.cursors.left.isDown) { this.player.body.moveLeft(200); } else if (this.cursors.right.isDown) { this.player.body.moveRight(200); } else { this.player.body.velocity.x = 0; } if (this.jumpButton.isDown) { this.player.body.moveUp(100); } } So, any idea how can I resolve this problem ? I'm a bit lost. Thanks !
  3. Hey! thanks for your answer. Sorry my explanation weren't that clear. So basically my tiled is like that : I have one layer for the tiles and another for the polyline objects. I use the polyline tool to draw the ground of the map (I follow the tiles). On the code part, I use the convertCollisionObjects to make the ground collide : game.physics.p2.convertCollisionObjects(map, "<polyline_layer_name>");So everything is working but the problem is that it's not really practical if I have, for ex, a huge map with a lot of tiles, I have to draw manually all the map... To avoid this, I wanted to know if it's possible to use the Tile Collision Editor in Tiled so the ground is automatically generated (based on the tile polyline and not on the layer polyline). I hope it's more clear.
  4. Hello, I'm trying to set collision with Tiled using the "Tile Collision Editor" on Tiled but I can't make it work on game. Basically I want to create a Polyline for each different Tiles so I don't have to copy/paste the polyline objects in the object layer. For the moment I use one big Polyline object on a object layer that follow my map but it's not viable beause I have to draw all my tiles manually. Here is the part of the code I use to incorporate the object layer (I'm using ES6). It's working but it's not what I want : this._map = new Map(this._game, mapName);// ...this._map.addTilesetImage(tilesName, tilesName);this._blocksLayer = this._map.createLayer('collision');this._blocksLayer.resizeWorld(); this._game.physics.p2.convertTilemap(this._map, this._blocksLayer); this._game.physics.p2.convertCollisionObjects(this._map, 'test'); // where 'test' is the name of my layerThanks in advance for the help !